pm_modelview enabled by default

Enabling the pm_modelview and setting the correct joint in the player.cpp file corrects issues with the trace line used for creating thirdperson crosshair getting cut off early due to objects being to close.  Most mostly noticeable shooting around corners.
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revility 2018-09-22 17:57:22 -04:00 committed by GitHub
parent c82c8b6c22
commit a5d14cfe48
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@ -274,7 +274,7 @@ idCVar pm_thirdPersonAngle( "pm_thirdPersonAngle", "0", CVAR_GAME | CVAR_NE
idCVar pm_thirdPersonClip( "pm_thirdPersonClip", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "clip third person view into world space" );
idCVar pm_thirdPerson( "pm_thirdPerson", "1", CVAR_GAME | CVAR_NETWORKSYNC |CVAR_BOOL, "enables third person view" ); //ivan
idCVar pm_thirdPersonDeath( "pm_thirdPersonDeath", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "enables third person view when player dies" );
idCVar pm_modelView( "pm_modelView", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER, draws camera from POV of a player model's joint (1 = always, 2 = when dead)", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar pm_modelView( "pm_modelView", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER, "draws camera from POV of a player models joint. (1 = always, 2 = when dead)", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> ); //2018 Revility. 3rdperson crosshair fix
idCVar pm_airTics( "pm_air", "1800", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER, "how long in milliseconds the player can go without air before he starts taking damage" );
////REVILITY START OFFSETS THE THIRDPERSON CAMERA LEFT TO RIGHT
idCVar pm_thirdPersonSideScale( "pm_thirdPersonSideScale", "-0.45", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "offsets camera from left to right in 3rd person. 0 is center. use negatives to move right and decimals for small offsets." );